Suleiman-Martos Nora, García-Lara Rubén, Albendín-García Luis, Romero-Béjar José L, Cañadas-De La Fuente Guillermo A, Monsalve-Reyes Carolina, Gomez-Urquiza José L
Nursing Department, University of Granada, Granada, Spain.
Granada-Northeast Health Management Area, Andalusian Health Service, Granada, Spain.
J Adv Nurs. 2022 May;78(5):1228-1244. doi: 10.1111/jan.15138. Epub 2021 Dec 21.
To analyse the effects of active video games on physical function in independent community-dwelling older adults.
Systematic review and meta-analysis of randomized controlled trials.
The CINAHL, LILACS, Medline, Proquest and Scopus databases were consulted, with no restriction by year of publication.
Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed. The meta-analysis was performed using RevMan software.
The analysis included 22 randomized controlled trials with a total of 1208 participants (all ≥55 years old). In our meta-analyses, the effects produced by playing the active video games (mean differences) were statistically significant for the variables Gait speed and Timed up-and-go. The differences between the control and experimental groups were not significant in the following tests: 6-minute walk, 30-second chair stand, balance (measured with the Berg Balance Scale), cadence, grip strength, knee extension strength, 8-Foot Up-and-Go or velocity.
Physical exercise from participation in active video games has beneficial effects on two clinical parameters (Gait speed and Timed up-and-go) in independent community-dwelling older adults. However, the effects on other parameters do not differ from those obtained with conventional exercise training. Therefore, the clinical significance of these benefits is limited.
Older adults usually perform little physical activity. In consequence, researchers have increasingly considered alternatives to traditional forms of exercise. One such is that provided by active video games, which can be a source of stimulation, encouraging adherence and motivation in exercise programmes. Our review shows that active video games can improve gait speed and mobility, but in other respects obtain no differences from conventional exercises. Further tailored randomized clinical trials should be undertaken with diverse populations of older adults to evaluate different physical function variables to determine the most appropriate training approach and its optimal design and duration.
分析主动式电子游戏对独立居住在社区的老年人身体功能的影响。
对随机对照试验进行系统评价和荟萃分析。
查阅了护理学与健康领域数据库(CINAHL)、拉丁美洲和加勒比卫生科学数据库(LILACS)、医学文献数据库(Medline)、Proquest数据库和Scopus数据库,不受出版年份限制。
遵循系统评价和荟萃分析的首选报告项目(PRISMA)指南。使用RevMan软件进行荟萃分析。
该分析纳入了22项随机对照试验,共有1208名参与者(均≥55岁)。在我们的荟萃分析中,玩主动式电子游戏产生的效果(平均差异)在步速和计时起立行走变量方面具有统计学意义。在以下测试中,对照组和实验组之间的差异不显著:6分钟步行、30秒椅子站立、平衡(用伯格平衡量表测量)、步频、握力、膝关节伸展力量、8英尺起立行走或速度。
参与主动式电子游戏进行体育锻炼对独立居住在社区的老年人的两个临床参数(步速和计时起立行走)有有益影响。然而,对其他参数的影响与传统运动训练没有差异。因此,这些益处的临床意义有限。
老年人通常很少进行体育活动。因此,研究人员越来越多地考虑传统运动形式的替代方案。主动式电子游戏就是其中之一,它可以成为一种刺激源,鼓励人们坚持锻炼并激发锻炼积极性。我们的综述表明,主动式电子游戏可以提高步速和活动能力,但在其他方面与传统运动没有差异。应该针对不同的老年人群体进行进一步的针对性随机临床试验,以评估不同的身体功能变量,从而确定最合适的训练方法及其最佳设计和持续时间。